glutil.go 2.2 KB

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  1. // Copyright 2014 The Go Authors. All rights reserved.
  2. // Use of this source code is governed by a BSD-style
  3. // license that can be found in the LICENSE file.
  4. //go:build darwin || linux || windows
  5. package glutil // import "golang.org/x/mobile/exp/gl/glutil"
  6. import (
  7. "fmt"
  8. "golang.org/x/mobile/exp/f32"
  9. "golang.org/x/mobile/gl"
  10. )
  11. // CreateProgram creates, compiles, and links a gl.Program.
  12. func CreateProgram(glctx gl.Context, vertexSrc, fragmentSrc string) (gl.Program, error) {
  13. program := glctx.CreateProgram()
  14. if program.Value == 0 {
  15. return gl.Program{}, fmt.Errorf("glutil: no programs available")
  16. }
  17. vertexShader, err := loadShader(glctx, gl.VERTEX_SHADER, vertexSrc)
  18. if err != nil {
  19. return gl.Program{}, err
  20. }
  21. fragmentShader, err := loadShader(glctx, gl.FRAGMENT_SHADER, fragmentSrc)
  22. if err != nil {
  23. glctx.DeleteShader(vertexShader)
  24. return gl.Program{}, err
  25. }
  26. glctx.AttachShader(program, vertexShader)
  27. glctx.AttachShader(program, fragmentShader)
  28. glctx.LinkProgram(program)
  29. // Flag shaders for deletion when program is unlinked.
  30. glctx.DeleteShader(vertexShader)
  31. glctx.DeleteShader(fragmentShader)
  32. if glctx.GetProgrami(program, gl.LINK_STATUS) == 0 {
  33. defer glctx.DeleteProgram(program)
  34. return gl.Program{}, fmt.Errorf("glutil: %s", glctx.GetProgramInfoLog(program))
  35. }
  36. return program, nil
  37. }
  38. func loadShader(glctx gl.Context, shaderType gl.Enum, src string) (gl.Shader, error) {
  39. shader := glctx.CreateShader(shaderType)
  40. if shader.Value == 0 {
  41. return gl.Shader{}, fmt.Errorf("glutil: could not create shader (type %v)", shaderType)
  42. }
  43. glctx.ShaderSource(shader, src)
  44. glctx.CompileShader(shader)
  45. if glctx.GetShaderi(shader, gl.COMPILE_STATUS) == 0 {
  46. defer glctx.DeleteShader(shader)
  47. return gl.Shader{}, fmt.Errorf("shader compile: %s", glctx.GetShaderInfoLog(shader))
  48. }
  49. return shader, nil
  50. }
  51. // writeAffine writes the contents of an Affine to a 3x3 matrix GL uniform.
  52. func writeAffine(glctx gl.Context, u gl.Uniform, a *f32.Affine) {
  53. var m [9]float32
  54. m[0*3+0] = a[0][0]
  55. m[0*3+1] = a[1][0]
  56. m[0*3+2] = 0
  57. m[1*3+0] = a[0][1]
  58. m[1*3+1] = a[1][1]
  59. m[1*3+2] = 0
  60. m[2*3+0] = a[0][2]
  61. m[2*3+1] = a[1][2]
  62. m[2*3+2] = 1
  63. glctx.UniformMatrix3fv(u, m[:])
  64. }